Diablo III Reducing Inferno Difficulty

Blizzard details new changes in patch 1.0.5.

By IGN Staff

Blizzard has released new details about Diablo III patch 1.0.5. According to a post from senior technical game designer Waytt Cheng on battle.net, Blizzard is taking a “close look” at defensive skills and incoming monster damage in the patch and will be changing defensive skills for each class. Skills including the wizard’s Energy Armor and the barbarian’s War Cry - Impunity will be scaled down, but incoming damage in Inferno will also be reduced, “so players will actually come out ahead.”

Blizzard’s plan is to reduce the effectiveness of some defensive skills but to reduce monster damage by more than the difference. “Putting both changes together, players actually take less damage than before,” Cheng wrote. “Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these ‘mandatory’ skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor.”

Cheng notes that many Diablo III players grab every defensive skill available to them, “which can take away from some flexibility in using different build options.” It also makes it difficult for Blizzard to balance other classes, as abilities can feel “modest” against a class with massive defensive buffs, but overpowered to classes without them. “We’re all in favor of people being able to build their character for survivability, but there needs to be a balance,” he added.

As an example, Cheng mentioned Energy Armor, which is used by 83% of level 60 wizards and is one of the skills that will be affected by the change. “The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%,” he wrote.

“Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy, in 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%. In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%. If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage. This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5. Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).”

Cheng added that in addition to Energy Armor, the barbarian’s War Cry - Impunity (which is used by 87.1% of level 60 barbarians) will also be affected, with bonus resistance reduced from 50% to 20%. The witch doctor’s Jungle Fortitude will be reduced from 20% to 15% damage reduction, and the demon hunter’s Shadow Power will change from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. Blood Moon will go from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds, and runes, passives and companion pets will all be changed. The monk’s Resolve: Damage reduction will be reduced from 25% to 20%. Cheng notes that the monk’s One With Everything skill is something the team “would like to fix someday,” but that changes to the skill will greatly affect existing monk gear, so Blizzard will need to wait to address it in a future in a way that won’t invalidate gear.

Finally, Cheng addressed players who might be concerned to hear about another reduction in Inferno difficulty. For those people, Blizzard will introduce the “Monster Power” system, which Cheng says is a callback to Diablo II’s “Players X” option, which allows players to increase difficulty in order to earn increased rewards. “Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways,” Cheng wrote.

More details about patch 1.0.5’s changes -- including a more detailed list of affected skills for each class -- are available in Cheng’s full post on battle.net. Keep checking back to IGN for more info about patch 1.0.5 as additional details are announced.